Algorithm to solve (simplified): 1. Use PSound 18900Hz frequently to hear the voices of the battle voice and see if there's to be modified. 2. Use FJFU modified to obtain the list of indices of the voices 3. Turn the output of the FJFU MFAudio to extract all the voices in two versions (raw and wav) 4. Use Audacity to see the size in milliseconds of voice that you will modify. 5. Get the dubbing and edit it in Audacity to a size similar to the original. Ideally, a few milliseconds is less. Can not be greater. 6. Export to WAV with audacity. 7. Export Wav to Wav with PSound (This step is controversial, but is required for the next step, the poi MFAudio not recognize the sound exported directly by Audacity) 8. Open MFAudio and export to the raw compressed ADPCM 9. If everything was done right the file from the previous step should have a size very similar to the original size of the original raw (obtained in step 3) 10. Use a binary editor to do two things: 1. put the header 0000 0000 0000 0000 0000 0000 0000 0000 earlier 2. fill with the 00 end of the file (before wwwwww) to the file have the same size as the original raw. 1. Use the binary editor voice in battle, use the indexes obtained in step 2 and find the beginning of the voice to be replaced. 2. Overwrite the new raw and save. 3. Enter the new battlevoice in the game.
Tips: Maintain high-volume voice, but the voice is weak in the game. - (?) The PSound is your friend. If he can not play, the game will not work. - (?) The MFAudio is your friend, but can be the enemy. Because it plays anything. Even things that can not PSound. Then the game will not work. (?) Need a second check to confirm